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Nyetski

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May 9, 2025
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Hi, its Nyetski, and i wanted to talk about a system i made up for EU5's version of national ideas.

My main goal here is to Make National ideas worth the implement by making it a part of a system that would make the country and the society you rule, more substantial and real by connecting each part of the society to each other (by increasing the options you have as a ruler to get the modifiers you want) by using the National ideas as cause to do so .

The most central part of it is divided into 3 major aspects. National innovations in a larger national framework, Society spanning institutions and institutionalization, and an official's role in development in most aspects of the country.These also are the 3 major aspects that i think will be generally good for EU5. Interactive and diversified National framework building, Nation building in a Political and Power base sense so it is your countries bones, and better and more complex characters and the people's role in creating a country where activity of people and buildings are key to gradually change the country in how it works (by gaining experience and sucess leading to sucess success by sucess) and not just directly.

Institutions

For Institutions i had the idea of them being influenced by other estates in another thread, here i want to make them more flexible and based on people more. I want to nail down aspects which i think is going to be very useful for implementability for this idea and future ideas. First i want both estates and institutions to be influenced and led by people and their subordinates and wings of those institutions. This will make institutions far more flexible as doing something now depends on fluid influence rather than merely rigid and hard influence. Also, since Institutions effect all parts of society directly or not, i want them to be tools for the estates to make their demands if the ruler fails to appease them at least minimally by compromizing wings of the institutions and similar and this can work as some of the key foundations for politics of EU 5. Simply put, i want to make institutions a diverse base of power and means in politics and for implementing goals.

2nd I want to create a feature called institutionalization, where you can take temporary or non temporary modifiers and use it as a modifier of an institution with debuffs depending on how temporary the og modifier was. you can use this system to see how new additions to the game would work at least partially.

As i mentioned in another thread i think its very important that a strong system of variations and interaction options and interactibility of most key things in this game with each other, to create complete uniqueness, is gonna be an asset for this game for replayability. Thats because these things i think will make the game feel more real and countries feel more substantial and divergent and more like a sandbox of infinite possiblities that would make your country feel like an actual entity that you not only build up but personalize for your own strategies. And so institutionalizations will enhance that variability by making it based on a lot of events that were already considered to be balanced and it will also make the changes you need through the estate system and increase its viability by like 5x.

In culmination, you would feel like there is more purpose to what you are creating than just development because you had an active hand in every unique aspect of the country, and therefore what you created inherently could reward you in EU5 unlike in EU4 where it is just a list of things you should do to get one of a number of limited amount of gamestyles of limited variation in practice.

National innovations

For this 2nd part i want to make a new feature called National ambitions, where one can do 2 things in it. 1st, bolster or compensate national innovations, essentially i want to make it so that if you choose to bolster, you will need to institutionalize or use national and unique modifiers you have that can help whatever your national innovation is trying to achieve and when you do, it will improve both the innovation and the suporting institutional ideas.

If you decide to compensate, you will be able to seriously buff an institutionalized modifier that also has a drawback that your national innovation can compensate for, you would buff both the positive buff and the negative aspects of the modifier, but when the innovation and the modifier merge the negative aspects are lessened as organization and efficiency and success of these combos kicks in as something abstract in this case and more so a balance assumption.The idea here is to make your country based on what it is good at.

2nd thing you can do is that you can use national values to influence how you implement the national ideas, if you have national values that has directly to do with the national ideas modifiers(if you don't you get at least one of the effects of the improved bonuses on the same scaler but you can also use the national innovations to add a national value), you can entrench those values through instutionalization, the upside is that you can stack it with your national ideas to improve the bonuses, the downside is that if it is compensation you stack up with it will increase the negative modifiers too, and also, since its entrenchment of national values, it will be quite hard to get rid of them quickly if you need to.(You can add momentum to this if you need to as in you can exploit events by making national value change based on momentum where a major event can be used increase momentum to swing the value in the other direction. You can use the national innovations as the bolsterer or compensated part of the national ideas aswell and not just as bolstered and compensation.) So basically some of the national ideas are based on what the purpose of the things society dedicates itself about is

So overall, you would be making it so that national ideas are based on things that are actually achievable and not just ahistorically arbitrary and unbalanced systems where you get the best infantry and cavalary and artillery in the game because you could through nation change or something that has little to do with the society that made the innovation and had the national values.

Officials And Buildings

The final idea is to use the unique country buildings as a means of influence for the institutions, essentially you delegate the building of these buildings to capable officials that can maximize their modifiers and value more than base value. These people then earn the neccesarry experience needed to create new buildings called centers of institutions, where the reason for why they were successful in improving the national buildings + experience(where experience type comes from what their objective was with the buildings they made.)

For example an official in the golden horde is tasked with building caravanserais, so in the official building it has some options for imporving and adding new modifiers, for example he can improve the trade advantage of it even more, or he can increase the value of goods in the trade node by a small percentage or a bigger percentage depending on the good the official selects. this and unique character experience of this type will also make it easier to figure out which modifiers can inform which non-OP strategies for devs) inform what they can and most likely will do for creating new institutional cornerstones.

These things can also be done by relevant officials that also got experience from other endeavours like advisors and merchants if they have the neccesarry experience to build other types of cornerstones for institutions which i want to be more complex than Vic3's institutions, where as mentioned it has wings and hierarchies and founding principles. One of the more important things the ideas in this paragraph will do is to give a lot of options to players to get modifiers or quality people or new options to do things you need to do more generally before you put these people in more advanced positions.

Ofc these people will be members of estates or classes so they will seek their own and their factions interest, and this is also why i want them to do this, i think the institutions shouldn't merely be a tool for practical purposes but also as a way for political gain for other people in the country so that it makes sense why those institution principles were made to begin with and make national ideas make even more sense. You would always need qualified people to run the institutions and its wings, if you don't the institution will be debuffed a bit first and then erode later. These would also serve as a cause for universities and would give people and politicians more to do.

The last paragraph was partially about the philosophy that you absolutely need other people to make the country function on the most basic level, or else the country will erode, so you need universities which i also want to differ in the quality of people they produce such that the best ones can be upgraded to national academies. And essentially in an effort to make institutions not broken i made it so that people on the ground and their needs to achieve the things they want just as much as yours will inform national ideas.

I also wanted this post in the thread to serve as an example of other things that the features suggested can easily be used as means for,peoples in more active roles, politics and education being the example of some of the tools i suggested. Its not too much about national ideas as much as showing the ideas to achieve it are more than worth it , as they are useful for developing the game more dynamically and if fully realised as features of their own i think they are more than enough bang for their buck.

So in this sense the national ideas are more of an outcome of the philosophy and institutions are one of the centers in which the philosophy of these ideas can be centered around a power base(that is the institution) for estates through influence and an organization that can be used to tackle problems or initiate efforts or adapt to war and blockades and be able to change overtime. Which will also mean to give power to officials running these (as, if they are to make their institutions react they need some power and authority to do so 'in this case the more options they have to react as an institution that the ruler can't access without them, the more power they have)like the power to build buildings, incentivize technological breakthroughs, take decisive measures of the things they have control over like buildings or wings of the military or trade value of goods in trade or logistical measures in war or economical measures etc. which would also neccesitate a yearly or monthly budget for institutions.
 
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I'm having a really hard time penetrating what you're arguing for. I don't think the terms you are using are very well defined- like what's a national institution? Is that the same as an EUIV Institution like say the Renaissance was? Which seems to be being carried over directly from EUIV into EUV? Or are they a new idea of yours.

I will say I don't want to see National Ideas from EUIV, alongside Idea Groups, completely removed or replaced. I don't think the Societal Value system is bad- what I don't want is everything that customizes my nation to be boiled down to a slider. I think National Ideas were very important for giving each tag something different about them from the game start. And I think being able to boil everything down to a slider that can change over time removes a lot of their identity. For instance- certain tags were very powerful as vassals for their trade or military ideas, which factors a lot into your strategy.
 
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National ideas are more of less still present in the form of unique cultural and national advancements, which I think is much better place to put them than in their own separate system like in eu4
 
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National ideas are more of less still present in the form of unique cultural and national advancements, which I think is much better place to put them than in their own separate system like in eu4

Yes I thought so too, but it still seems more limited to me than Eu4's version in some ways , so to make it more bang for its buck i added a few more mechanics in the post so Its more general nation building while giving national advancements room to be more influential in that nation building.
 
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National ideas are more of less still present in the form of unique cultural and national advancements, which I think is much better place to put them than in their own separate system like in eu4
I don't think the advancements work since not every tag is gonna get them, or in equal amounts. National Ideas are important for giving at least one thing to set each tag apart. They also have a balancing role- where every nation starts with at least one modifier that can help inform your strategy.

I understand that the Devs might want to move on from National Ideas, but they don't at all feel like something that is replacing the same mechanic, they feel like new mechanics that do entirely different things.
 
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I don't think the advancements work since not every tag is gonna get them, or in equal amounts. National Ideas are important for giving at least one thing to set each tag apart. They also have a balancing role- where every nation starts with at least one modifier that can help inform your strategy.

I understand that the Devs might want to move on from National Ideas, but they don't at all feel like something that is replacing the same mechanic, they feel like new mechanics that do entirely different things.

I think so too, but I dont think national ideas make sense to serve as a function or use as limited as it was in EU 4. Thats why i am trying to make it more nation building and using how diffrent buildings could evolve overtime and indirectly contribute to national ideas is one of them.

and i also want institutions to do the same but i also want to be able to have cultural imports if your institution is advanced enough, so it can spread better national innovations. Not everyone should be able to get cultural imports, only through your own development of needs and institutions you should be able to. And at the cost of others culturally influencing you slightly.

I also want to add diffrent advancements usable as long as you have enough empty national advancement slots and as long as they are not Conflicting with the advancements you already had or Too op combined .

I had the idea of flow of advancements here. essentially you get the advancement you want through institutions you have built in your country if you want to do it well. essentially its not dissimilar to institutions of eu4, but its more like a flow of advancement of diffrent branches of the trees. whichever country worked to get those advancements can get bonuses to national ideas or more unique features. So it is more clear who invests in innovativeness gets ahead. however you still benefit from advancement speed if you are between two countries who have the advancements that flow to other countries or just one as long as they are flowing to you aswell, the more major the country and therefore the more incentivesied the flow is, the better.
 
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I think so too, but I dont think national ideas make sense to serve as a function or use as limited as it was in EU 4. Thats why i am trying to make it more nation building and using how diffrent buildings could evolve overtime and indirectly contribute to national ideas is one of them.

and i also want institutions to do the same but i also want to be able to have cultural imports if your institution is advanced enough, so it can spread better national innovations. Not everyone should be able to get cultural imports, only through your own development of needs and institutions you should be able to. And at the cost of others culturally influencing you slightly.

I also want to add diffrent advancements usable as long as you have enough empty national advancement slots and as long as they are not Conflicting with the advancements you already had or Too op combined .

I had the idea of flow of advancements here. essentially you get the advancement you want through institutions you have built in your country if you want to do it well. essentially its not dissimilar to institutions of eu4, but its more like a flow of advancement of diffrent branches of the trees. whichever country worked to get those advancements can get bonuses to national ideas or more unique features. So it is more clear who invests in innovativeness gets ahead. however you still benefit from advancement speed if you are between two countries who have the advancements that flow to other countries or just one as long as they are flowing to you aswell, the more major the country and therefore the more incentivesied the flow is, the better.
Yeah, but you can't give every tag unique buildings, and institutions are meant to be universal.
 
Yeah, but you can't give every tag unique buildings, and institutions are meant to be universal.

I agree with buildings but its another step, and for institutions, its not about the institutions, its about a nations effort to get them early that rewards them, similar to eu 4 in that sense but with advancement trees too. When i mean institutions, i mean national institutions slightly similar to Vic3 but actually consciouss and organised , and i want that to serve as an integral part of national ideas and nation building far more than it was on Vic3. I also want building variants if you work for it by propping up your institutions.
 
I agree with buildings but its another step, and for institutions, its not about the institutions, its about a nations effort to get them early that rewards them, similar to eu 4 in that sense but with advancement trees too. When i mean institutions, i mean national institutions slightly similar to Vic3 but actually consciouss and organised , and i want that to serve as an integral part of national ideas and nation building far more than it was on Vic3. I also want building variants if you work for it by propping up your institutions.
Okay, but can you give examples? How would these differentiate individual tags in the same region from one another?
 
Okay, but can you give examples? How would these differentiate individual tags in the same region from one another?

I have a few ideas.

1- using previous ages advancement paths into account, and have it grant unique modifiers or modifier combos

2- We make the process of getting powerful modifiers in the game take more and diverging steps, and also rationalize the cause of those modifiers a lot better to do it. So if you want to have the best traders, you have to have connections to a lot of markets, if you want to build the best navy, you need to build a lot of ports for trade and have abundant timber for quality and quantity . If you want to be a diplomatic juggernaut, you need to not only have influence lets say or a lot of diplo cap but also long lasting alliances and also lets say have had good results in negotiations for your own nation and as a mediator. You need many things and you need a lot of experience to develop national ideas basically. I also want to add a mechanic called solidification for this where for example institutions reflect on efforts, And efforts are things you can do with any tool in the game, like diplo for trade efforts or production expansion for trade sucess, or efforts to increase manpower by investing in increased control. Basically if you succeed in these efforts you get to enjoy some of the benefits but you would rely on where you suceeded. If you lose the trade deals then you will not get to enjoy the rewards you use to and it will be only partially easier to suceed in that effort unless you had multiple efforts in the same category succeed, in which case its a lot easier. I think this is a good way to make grand projects with risk.

3-We increase the equality of viability between aspects of countries and strategies of nationbuilding such that many strategies have a lot of overlap yet, remain unique because what they did to be similar. For example if i invest in administration, my exellence on that should be able to reward me with military modifiers or institution progress lets say.Or if i trade with a naturally militarily powerful nation, their guns could give me an extra leg up militarily, or other materials, like irl example be like damascus steel.

4- We make the diffrent power structures in the country interact with the institution to create a more complex result of divergences. And before that we give responsibilities to those power structures, so that its a lot easier to calculate complexity of national ideas and have a lot more possibilities for national ideas. For example

5- We make combinations of modifiers have extra effects, like policies in Eu4, therefore combined with the other ideas , it should be able to increase diversity.

6-Institutions can produce people with certain traits, and combos of those traits can unlock new ones.

7- We tie most aspects of the game together so there are way more strategies. For example my diplo shoould have a full leg on trade. My military should be able to largely influence stability if i do it well. My trade should be able to DRİVE my colonial efforts, etc.

8- We expand on the compensation mechanic in the first post i made and make it so that the country will have to makeup for disadvantages and also what you chose to focus on means on the next outer layer of your national ideas require you to make up for them with the tools and options and modifiers you have in the outer layer. You have core ideas and It expands outward.
 
I have a few ideas.

1- using previous ages advancement paths into account, and have it grant unique modifiers or modifier combos

2- We make the process of getting powerful modifiers in the game take more and diverging steps, and also rationalize the cause of those modifiers a lot better to do it. So if you want to have the best traders, you have to have connections to a lot of markets, if you want to build the best navy, you need to build a lot of ports for trade and have abundant timber for quality and quantity . If you want to be a diplomatic juggernaut, you need to not only have influence lets say or a lot of diplo cap but also long lasting alliances and also lets say have had good results in negotiations for your own nation and as a mediator. You need many things and you need a lot of experience to develop national ideas basically. I also want to add a mechanic called solidification for this where for example institutions reflect on efforts, And efforts are things you can do with any tool in the game, like diplo for trade efforts or production expansion for trade sucess, or efforts to increase manpower by investing in increased control. Basically if you succeed in these efforts you get to enjoy some of the benefits but you would rely on where you suceeded. If you lose the trade deals then you will not get to enjoy the rewards you use to and it will be only partially easier to suceed in that effort unless you had multiple efforts in the same category succeed, in which case its a lot easier. I think this is a good way to make grand projects with risk.

3-We increase the equality of viability between aspects of countries and strategies of nationbuilding such that many strategies have a lot of overlap yet, remain unique because what they did to be similar. For example if i invest in administration, my exellence on that should be able to reward me with military modifiers or institution progress lets say.Or if i trade with a naturally militarily powerful nation, their guns could give me an extra leg up militarily, or other materials, like irl example be like damascus steel.

4- We make the diffrent power structures in the country interact with the institution to create a more complex result of divergences. And before that we give responsibilities to those power structures, so that its a lot easier to calculate complexity of national ideas and have a lot more possibilities for national ideas. For example

5- We make combinations of modifiers have extra effects, like policies in Eu4, therefore combined with the other ideas , it should be able to increase diversity.

6-Institutions can produce people with certain traits, and combos of those traits can unlock new ones.

7- We tie most aspects of the game together so there are way more strategies. For example my diplo shoould have a full leg on trade. My military should be able to largely influence stability if i do it well. My trade should be able to DRİVE my colonial efforts, etc.

8- We expand on the compensation mechanic in the first post i made and make it so that the country will have to makeup for disadvantages and also what you chose to focus on means on the next outer layer of your national ideas require you to make up for them with the tools and options and modifiers you have in the outer layer. You have core ideas and It expands outward.
None of these sound like these are tag specific. They sound like they are ways to customize your nation. And that's good- tat's why I don't want idea-groups axed. And why I don't think Societal Values act as a replacement for them.

The problem I have with this, is absence something unique to the tag, the best strategies will remain the same. Austria is fun because you can lean into a diplomatic strategy in a way you can't with any other nation for instance, thanks to their unique content.

What I think national ideas provide is something that is unique per tag. The Advances help with this- my fear is they'd be a. unreliable since I'm not positive the AI is gonna know to gun their unique buffs or not, b. it won't be possible to give a unique one to each tag, c. they won't be present at the start date for each tag in the same way national ideas are. Hence I don't think they work as a replacement.

Institutions as I said would be universal- while maybe you can come up with custom ways to interact with them, these again wouldn't be really possible to make unique per tag.
 
So i spent some time thinking and i got 2 ideas

1st - completely different forms of country compositions but not systems, based on culture groups.
We make it so that the way society mobilizes is through the cultural means that is used to interact with society, which also means that if factions of the country want to improve their power and modifiers and abilities they have to work through that system and integrate itself to it. by making it possible to achieve anything but through your own strengths in steps, we can make it unique in each case yet make it have national character. we can even add cultural developments to make it so that other countries of the same culture can influence you. Also cultural routes to power can change overtime and we can make it so that we make the means to power parts more complex to embody the variety of national ideas better in combination with societal activities.

2nd- complete societal contributions
In this case its about making the society and its reactions to your policies determine national ideas, which can change ovetime. basically we do this by having each province have 10-20 public buildings made by people as one part, another would be to make groups of classes consciouss and active agents in your country wayy more but divided by geography and other factors which would form activities and politics two diffrent but highly connected new aspects of the game. 3rd would be impact of national type buildings on each countries society so to enable much variation for the same cultural buildings as can be implemented to the game.
there are 3 major postive outcomes to this:

1st By including so much societal permutation by adding diverse players in society as active players we allow much more complexity to national ideas and make it organic. plus the game would not become at all stale anymore.

2nd It makes the game truly lived in, and so the game becomes complete and the true flagship game of paradox.

3rd you get to actually change your country and not just scale